mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-22 20:11:44 +00:00
744b9a25db
attempt to provide some better gettext support for engine strings (especially cvar/command descriptions). still no translations available though. try to optimise hldml rendering a little. fix issue with menuqc models rendering as black when fog is active. use threads to try to reduce stalls from player-skin switches. add sys_clocktype cvar to linux builds too, with CLOCK_MONOTONIC by default. enable dtls certificate pinning log stuff. fix r_viewmodel_fov being used instead of fov cvar. fix possible segfault when egl driver fails. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5742 fc73d0e0-1445-4013-8a0c-d673dee63da5
1402 lines
35 KiB
C
1402 lines
35 KiB
C
#include "quakedef.h"
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#include "gl_draw.h"
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#include "shader.h"
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#include "renderque.h"
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#include "resource.h"
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#include "glquake.h"
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#ifdef D3D8QUAKE
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//#define FIXME
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#include "winquake.h"
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#ifdef _XBOX
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#include <xtl.h>
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#endif
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#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
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#define HMONITOR_DECLARED
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DECLARE_HANDLE(HMONITOR);
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#endif
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#include <d3d8.h>
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#ifndef D3DSGR_NO_CALIBRATION
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#define D3DSGR_NO_CALIBRATION 0 //mingw fails to define this.
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#endif
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/*Fixup outdated windows headers*/
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#ifndef WM_XBUTTONDOWN
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#define WM_XBUTTONDOWN 0x020B
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#define WM_XBUTTONUP 0x020C
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#endif
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#ifndef MK_XBUTTON1
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#define MK_XBUTTON1 0x0020
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#endif
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#ifndef MK_XBUTTON2
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#define MK_XBUTTON2 0x0040
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#endif
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// copied from DarkPlaces in an attempt to grab more buttons
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#ifndef MK_XBUTTON3
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#define MK_XBUTTON3 0x0080
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#endif
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#ifndef MK_XBUTTON4
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#define MK_XBUTTON4 0x0100
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#endif
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#ifndef MK_XBUTTON5
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#define MK_XBUTTON5 0x0200
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#endif
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#ifndef MK_XBUTTON6
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#define MK_XBUTTON6 0x0400
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#endif
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#ifndef MK_XBUTTON7
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#define MK_XBUTTON7 0x0800
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#endif
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#ifndef WM_INPUT
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#define WM_INPUT 255
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#endif
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//static void D3D8_GetBufferSize(int *width, int *height); //not defined
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static void resetD3D8(void);
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static LPDIRECT3D8 pD3D;
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LPDIRECT3DDEVICE8 pD3DDev8;
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static D3DPRESENT_PARAMETERS d3dpp;
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float d3d_trueprojection[16];
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static qboolean vid_initializing;
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extern qboolean scr_initialized; // ready to draw
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extern qboolean scr_drawloading;
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extern qboolean scr_con_forcedraw;
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static qboolean d3d_resized;
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extern cvar_t vid_hardwaregamma;
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/*void BuildGammaTable (float g, float c);
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static void D3D8_VID_GenPaletteTables (unsigned char *palette)
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{
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extern unsigned short ramps[3][256];
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qbyte *pal;
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unsigned r,g,b;
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unsigned v;
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unsigned short i;
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unsigned *table;
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extern qbyte gammatable[256];
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if (palette)
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{
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extern cvar_t v_contrast;
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BuildGammaTable(v_gamma.value, v_contrast.value);
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//
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// 8 8 8 encoding
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//
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if (1)//vid_hardwaregamma.value)
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{
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// don't built in the gamma table
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pal = palette;
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table = d_8to24rgbtable;
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for (i=0 ; i<256 ; i++)
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{
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r = pal[0];
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g = pal[1];
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b = pal[2];
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pal += 3;
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// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
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// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
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v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
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*table++ = v;
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}
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d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent
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}
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else
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{
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//computer has no hardware gamma (poor suckers) increase table accordingly
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pal = palette;
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table = d_8to24rgbtable;
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for (i=0 ; i<256 ; i++)
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{
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r = gammatable[pal[0]];
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g = gammatable[pal[1]];
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b = gammatable[pal[2]];
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pal += 3;
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// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
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// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
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v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
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*table++ = v;
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}
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d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent
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}
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if (LittleLong(1) != 1)
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{
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for (i=0 ; i<256 ; i++)
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d_8to24rgbtable[i] = LittleLong(d_8to24rgbtable[i]);
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}
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}
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if (pD3DDev8)
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IDirect3DDevice8_SetGammaRamp(pD3DDev8, 0, D3DSGR_NO_CALIBRATION, (D3DGAMMARAMP *)ramps);
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}
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*/
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typedef enum {MS_WINDOWED, MS_FULLSCREEN, MS_FULLDIB, MS_UNINIT} modestate_t;
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static modestate_t modestate;
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static void D3DVID_UpdateWindowStatus (HWND hWnd)
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{
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#ifndef _XBOX
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POINT p;
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RECT nr;
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int window_width, window_height;
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GetClientRect(hWnd, &nr);
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//if its bad then we're probably minimised
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if (nr.right <= nr.left)
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return;
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if (nr.bottom <= nr.top)
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return;
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p.x = 0;
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p.y = 0;
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ClientToScreen(hWnd, &p);
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window_x = p.x;
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window_y = p.y;
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window_width = nr.right - nr.left;
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window_height = nr.bottom - nr.top;
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// vid.pixelwidth = window_width;
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// vid.pixelheight = window_height;
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window_rect.left = window_x;
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window_rect.top = window_y;
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window_rect.right = window_x + window_width;
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window_rect.bottom = window_y + window_height;
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window_center_x = (window_rect.left + window_rect.right) / 2;
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window_center_y = (window_rect.top + window_rect.bottom) / 2;
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INS_UpdateClipCursor ();
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#endif
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}
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static qboolean D3D8AppActivate(BOOL fActive, BOOL minimize)
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/****************************************************************************
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*
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* Function: AppActivate
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* Parameters: fActive - True if app is activating
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*
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* Description: If the application is activating, then swap the system
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* into SYSPAL_NOSTATIC mode so that our palettes will display
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* correctly.
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*
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****************************************************************************/
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{
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static BOOL sound_active;
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if (vid.activeapp == fActive && Minimized == minimize)
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return false; //so windows doesn't crash us over and over again.
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vid.activeapp = fActive;
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Minimized = minimize;
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// enable/disable sound on focus gain/loss
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if (!vid.activeapp && sound_active)
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{
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S_BlockSound ();
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sound_active = false;
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}
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else if (vid.activeapp && !sound_active)
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{
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S_UnblockSound ();
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sound_active = true;
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}
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INS_UpdateGrabs(modestate != MS_WINDOWED, vid.activeapp);
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if (fActive)
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{
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Cvar_ForceCallback(&v_gamma);
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}
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if (!fActive)
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{
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Cvar_ForceCallback(&v_gamma); //wham bam thanks.
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}
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return true;
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}
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#ifndef _XBOX
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static LRESULT WINAPI D3D8_WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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LONG lRet = 1;
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int fActive, fMinimized, temp;
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extern unsigned int uiWheelMessage;
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if ( uMsg == uiWheelMessage )
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uMsg = WM_MOUSEWHEEL;
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switch (uMsg)
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{
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case WM_KILLFOCUS:
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if (modestate == MS_FULLDIB)
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ShowWindow(mainwindow, SW_SHOWMINNOACTIVE);
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break;
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case WM_CREATE:
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break;
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case WM_MOVE:
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D3DVID_UpdateWindowStatus (hWnd);
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break;
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case WM_KEYDOWN:
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case WM_SYSKEYDOWN:
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if (!vid_initializing)
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INS_TranslateKeyEvent (wParam, lParam, true, 0, false);
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break;
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case WM_KEYUP:
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case WM_SYSKEYUP:
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if (!vid_initializing)
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INS_TranslateKeyEvent (wParam, lParam, false, 0, false);
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break;
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case WM_SYSCHAR:
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// keep Alt-Space from happening
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break;
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case WM_APPCOMMAND:
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lRet = INS_AppCommand(lParam);
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break;
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// this is complicated because Win32 seems to pack multiple mouse events into
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// one update sometimes, so we always check all states and look for events
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case WM_LBUTTONDOWN:
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case WM_LBUTTONUP:
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case WM_RBUTTONDOWN:
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case WM_RBUTTONUP:
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case WM_MBUTTONDOWN:
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case WM_MBUTTONUP:
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case WM_MOUSEMOVE:
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case WM_XBUTTONDOWN:
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case WM_XBUTTONUP:
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temp = 0;
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if (wParam & MK_LBUTTON)
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temp |= 1;
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if (wParam & MK_RBUTTON)
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temp |= 2;
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if (wParam & MK_MBUTTON)
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temp |= 4;
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if (wParam & MK_XBUTTON1)
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temp |= 8;
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if (wParam & MK_XBUTTON2)
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temp |= 16;
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if (wParam & MK_XBUTTON3)
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temp |= 32;
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if (wParam & MK_XBUTTON4)
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temp |= 64;
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if (wParam & MK_XBUTTON5)
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temp |= 128;
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if (wParam & MK_XBUTTON6)
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temp |= 256;
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if (wParam & MK_XBUTTON7)
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temp |= 512;
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if (!vid_initializing)
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INS_MouseEvent (temp);
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break;
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// JACK: This is the mouse wheel with the Intellimouse
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// Its delta is either positive or neg, and we generate the proper
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// Event.
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case WM_MOUSEWHEEL:
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if (!vid_initializing)
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{
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if ((short) HIWORD(wParam) > 0)
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{
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Key_Event(0, K_MWHEELUP, 0, true);
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Key_Event(0, K_MWHEELUP, 0, false);
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}
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else
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{
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Key_Event(0, K_MWHEELDOWN, 0, true);
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Key_Event(0, K_MWHEELDOWN, 0, false);
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}
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}
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break;
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case WM_INPUT:
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// raw input handling
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if (!vid_initializing)
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INS_RawInput_Read((HANDLE)lParam);
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break;
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case WM_DEVICECHANGE:
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COM_AddWork(WG_MAIN, INS_DeviceChanged, NULL, NULL, uMsg, 0);
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lRet = TRUE;
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break;
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case WM_SETCURSOR:
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//only use a custom cursor if the cursor is inside the client area
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switch(lParam&0xffff)
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{
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case 0:
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break;
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case HTCLIENT:
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if (hCustomCursor) //custom cursor enabled
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SetCursor(hCustomCursor);
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else //fallback on an arrow cursor, just so we have something visible at startup or so
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SetCursor(hArrowCursor);
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lRet = TRUE;
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break;
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default:
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lRet = DefWindowProcW (hWnd, uMsg, wParam, lParam);
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break;
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}
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break;
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case WM_GETMINMAXINFO:
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{
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RECT windowrect;
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RECT clientrect;
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MINMAXINFO *mmi = (MINMAXINFO *) lParam;
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GetWindowRect (hWnd, &windowrect);
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GetClientRect (hWnd, &clientrect);
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mmi->ptMinTrackSize.x = 320 + ((windowrect.right - windowrect.left) - (clientrect.right - clientrect.left));
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mmi->ptMinTrackSize.y = 200 + ((windowrect.bottom - windowrect.top) - (clientrect.bottom - clientrect.top));
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}
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return 0;
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case WM_SIZE:
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d3d_resized = true;
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break;
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case WM_CLOSE:
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if (!vid_initializing)
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if (MessageBox (mainwindow, "Are you sure you want to quit?", "Confirm Exit",
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MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION) == IDYES)
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{
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Cbuf_AddText("\nquit\n", RESTRICT_LOCAL);
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}
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break;
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case WM_ACTIVATE:
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fActive = LOWORD(wParam);
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fMinimized = (BOOL) HIWORD(wParam);
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if (!D3D8AppActivate(!(fActive == WA_INACTIVE), fMinimized))
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break;//so, urm, tell me microsoft, what changed?
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if (modestate == MS_FULLDIB)
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ShowWindow(mainwindow, SW_SHOWNORMAL);
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// fix the leftover Alt from any Alt-Tab or the like that switched us away
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// ClearAllStates ();
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break;
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case WM_DESTROY:
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{
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// if (dibwindow)
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// DestroyWindow (dibwindow);
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}
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break;
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#ifdef HAVE_CDPLAYER
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case MM_MCINOTIFY:
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lRet = CDAudio_MessageHandler (hWnd, uMsg, wParam, lParam);
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break;
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#endif
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default:
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/* pass all unhandled messages to DefWindowProc */
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lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
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break;
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}
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/* return 1 if handled message, 0 if not */
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return lRet;
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}
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#endif
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static void D3D8_VID_SwapBuffers(void)
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{
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IDirect3DDevice8_Present(pD3DDev8, NULL, NULL, NULL, NULL);
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}
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static void resetD3D8(void)
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{
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HRESULT res;
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res = IDirect3DDevice8_Reset(pD3DDev8, &d3dpp);
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if (FAILED(res))
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{
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Con_Printf("IDirect3DDevice8_Reset failed (%u)\n", (unsigned)res&0xffff);
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return;
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}
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/*clear the screen to black as soon as we start up, so there's no lingering framebuffer state*/
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IDirect3DDevice8_BeginScene(pD3DDev8);
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IDirect3DDevice8_Clear(pD3DDev8, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
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IDirect3DDevice8_EndScene(pD3DDev8);
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IDirect3DDevice8_Present(pD3DDev8, NULL, NULL, NULL, NULL);
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//IDirect3DDevice8_SetRenderState(pD3DDev8, D3DRENDERSTATE_DITHERENABLE, FALSE);
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//IDirect3DDevice8_SetRenderState(pD3DDev8, D3DRENDERSTATE_SPECULARENABLE, FALSE);
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//IDirect3DDevice8_SetRenderState(pD3DDev8, D3DRENDERSTATE_TEXTUREPERSPECTIVE, TRUE);
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IDirect3DDevice8_SetRenderState(pD3DDev8, D3DRS_LIGHTING, FALSE);
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}
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void D3D8Shader_Init(void)
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{
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D3DCAPS8 caps;
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memset(&sh_config, 0, sizeof(sh_config));
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sh_config.minver = 8;
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sh_config.maxver = 8;
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sh_config.blobpath = "hlsl/%s.blob";
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sh_config.progpath = NULL;
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sh_config.shadernamefmt = "%s_hlsl8";
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sh_config.progs_supported = false;
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sh_config.progs_required = false;
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sh_config.pDeleteProg = NULL;//D3D8Shader_DeleteProg;
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sh_config.pLoadBlob = NULL;//D3D8Shader_LoadBlob;
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sh_config.pCreateProgram = NULL;//D3D8Shader_CreateProgram;
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sh_config.pProgAutoFields = NULL;//D3D8Shader_ProgAutoFields;
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sh_config.tex_env_combine = 1;
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sh_config.nv_tex_env_combine4 = 1;
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sh_config.env_add = 1;
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//FIXME: check caps
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sh_config.texfmt[PTI_RGBX8] = true; //fixme: shouldn't support
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sh_config.texfmt[PTI_RGBA8] = true; //fixme: shouldn't support
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sh_config.texfmt[PTI_BGRX8] = true;
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sh_config.texfmt[PTI_BGRA8] = true;
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sh_config.texfmt[PTI_RGB565] = true;
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sh_config.texfmt[PTI_ARGB1555] = true;
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sh_config.texfmt[PTI_ARGB4444] = true;
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sh_config.can_mipcap = true; //at creation time, I think.
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IDirect3DDevice8_GetDeviceCaps(pD3DDev8, &caps);
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sh_config.texture_allow_block_padding = false; //microsoft blocks this.
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if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
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{ //this flag is a LIMITATION, not a capability.
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sh_config.texture_non_power_of_two = false;
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sh_config.texture_non_power_of_two_pic = !!(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL); //pic npot is supported if both flags are set.
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}
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else
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{ //modern cards support npot
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sh_config.texture_non_power_of_two_pic = true;
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sh_config.texture_non_power_of_two = true;
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}
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sh_config.texture2d_maxsize = min(caps.MaxTextureWidth, caps.MaxTextureHeight);
|
|
}
|
|
|
|
#if (WINVER < 0x500) && !defined(__GNUC__)
|
|
typedef struct tagMONITORINFO
|
|
{
|
|
DWORD cbSize;
|
|
RECT rcMonitor;
|
|
RECT rcWork;
|
|
DWORD dwFlags;
|
|
} MONITORINFO, *LPMONITORINFO;
|
|
#endif
|
|
|
|
static qboolean initD3D8Device(HWND hWnd, rendererstate_t *info, unsigned int devno, unsigned int devtype)
|
|
{
|
|
int err;
|
|
RECT rect;
|
|
D3DADAPTER_IDENTIFIER8 inf;
|
|
D3DCAPS8 caps;
|
|
unsigned int cflags;
|
|
|
|
memset(&inf, 0, sizeof(inf));
|
|
if (FAILED(IDirect3D8_GetAdapterIdentifier(pD3D, devno, 0, &inf)))
|
|
return false;
|
|
|
|
if (FAILED(IDirect3D8_GetDeviceCaps(pD3D, devno, devtype, &caps)))
|
|
return false;
|
|
|
|
memset(&d3dpp, 0, sizeof(d3dpp)); // clear out the struct for use
|
|
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
|
|
d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D
|
|
d3dpp.BackBufferWidth = info->width;
|
|
d3dpp.BackBufferHeight = info->height;
|
|
d3dpp.MultiSampleType = info->multisample;
|
|
d3dpp.BackBufferCount = 1 + info->triplebuffer;
|
|
d3dpp.FullScreen_RefreshRateInHz = info->fullscreen?info->rate:0; //don't pass a rate if not fullscreen, d3d doesn't like it.
|
|
d3dpp.Windowed = !info->fullscreen;
|
|
|
|
d3dpp.EnableAutoDepthStencil = true;
|
|
d3dpp.AutoDepthStencilFormat = (info->depthbits==16)?D3DFMT_D16:D3DFMT_D24S8;;
|
|
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
|
|
if (info->bpp == 16)
|
|
d3dpp.BackBufferFormat = D3DFMT_R5G6B5;
|
|
else
|
|
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
|
|
|
|
if (d3dpp.Windowed)
|
|
d3dpp.FullScreen_PresentationInterval = 0;
|
|
else switch(info->wait)
|
|
{
|
|
default:
|
|
d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
|
|
break;
|
|
case 0:
|
|
d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
|
|
break;
|
|
case 1:
|
|
d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE;
|
|
break;
|
|
case 2:
|
|
d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_TWO;
|
|
break;
|
|
case 3:
|
|
d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_THREE;
|
|
break;
|
|
case 4:
|
|
d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_FOUR;
|
|
break;
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
cflags = 0;
|
|
#else
|
|
cflags = D3DCREATE_FPU_PRESERVE;
|
|
#endif
|
|
if ((caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) && (caps.DevCaps & D3DDEVCAPS_PUREDEVICE))
|
|
cflags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
|
|
else
|
|
cflags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
|
|
//cflags |= D3DCREATE_DISABLE_DRIVER_MANAGEMENT;
|
|
|
|
pD3DDev8 = NULL;
|
|
// create a device class using this information and information from the d3dpp stuct
|
|
err = IDirect3D8_CreateDevice(pD3D,
|
|
devno,
|
|
devtype,
|
|
hWnd,
|
|
cflags,
|
|
&d3dpp,
|
|
&pD3DDev8);
|
|
|
|
if (pD3DDev8)
|
|
{
|
|
#ifndef _XBOX
|
|
HMONITOR hm;
|
|
MONITORINFO mi;
|
|
char *s;
|
|
for (s = inf.Description + strlen(inf.Description)-1; s >= inf.Description && *s <= ' '; s--)
|
|
*s = 0;
|
|
Con_Printf("D3D8 Driver: %s\n", inf.Description);
|
|
|
|
vid.numpages = d3dpp.BackBufferCount;
|
|
|
|
if (d3dpp.Windowed) //fullscreen we get positioned automagically.
|
|
{ //windowed, we get positioned at 0,0... which is often going to be on the wrong screen
|
|
//the user can figure it out from here
|
|
static HANDLE huser32;
|
|
BOOL (WINAPI *pGetMonitorInfoA)(HMONITOR hMonitor, LPMONITORINFO lpmi);
|
|
if (!huser32)
|
|
huser32 = LoadLibrary("user32.dll");
|
|
if (!huser32)
|
|
return false;
|
|
pGetMonitorInfoA = (void*)GetProcAddress(huser32, "GetMonitorInfoA");
|
|
if (!pGetMonitorInfoA)
|
|
return false;
|
|
|
|
hm = IDirect3D8_GetAdapterMonitor(pD3D, devno);
|
|
memset(&mi, 0, sizeof(mi));
|
|
mi.cbSize = sizeof(mi);
|
|
pGetMonitorInfoA(hm, &mi);
|
|
rect.left = mi.rcWork.left + ((mi.rcWork.right - mi.rcWork.left) - info->width) / 2;
|
|
rect.top = mi.rcWork.top + ((mi.rcWork.bottom - mi.rcWork.top) - info->height) / 2;
|
|
rect.right = rect.left+d3dpp.BackBufferWidth;
|
|
rect.bottom = rect.top+d3dpp.BackBufferHeight;
|
|
AdjustWindowRectEx(&rect, WS_OVERLAPPEDWINDOW, FALSE, 0);
|
|
MoveWindow(d3dpp.hDeviceWindow, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, false);
|
|
}
|
|
#endif
|
|
D3D8Shader_Init();
|
|
return true; //successful
|
|
}
|
|
else
|
|
{
|
|
char *s;
|
|
switch(err)
|
|
{
|
|
default: s = "Unkown error"; break;
|
|
case D3DERR_DEVICELOST: s = "Device lost"; break;
|
|
case D3DERR_INVALIDCALL: s = "Invalid call"; break;
|
|
case D3DERR_NOTAVAILABLE: s = "Not available"; break;
|
|
case D3DERR_OUTOFVIDEOMEMORY: s = "Out of video memory"; break;
|
|
}
|
|
Con_Printf("IDirect3D8_CreateDevice failed: %s.\n", s);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static void initD3D8(HWND hWnd, rendererstate_t *info)
|
|
{
|
|
#ifdef _XBOX
|
|
pD3D = Direct3DCreate8( D3D_SDK_VERSION );
|
|
initD3D8Device(NULL, info, 0, D3DDEVTYPE_HAL);
|
|
#else
|
|
int i;
|
|
int numadaptors;
|
|
D3DADAPTER_IDENTIFIER8 inf;
|
|
|
|
static HMODULE d3d8dll;
|
|
LPDIRECT3D8 (WINAPI *pDirect3DCreate8) (int version);
|
|
|
|
|
|
if (!d3d8dll)
|
|
d3d8dll = LoadLibrary("d3d8.dll");
|
|
if (!d3d8dll)
|
|
{
|
|
Con_Printf(CON_ERROR "Direct3d 8 does not appear to be installed\n");
|
|
return;
|
|
}
|
|
pDirect3DCreate8 = (void*)GetProcAddress(d3d8dll, "Direct3DCreate8");
|
|
if (!pDirect3DCreate8)
|
|
{
|
|
Con_Printf(CON_ERROR "Direct3d 8 does not appear to be installed properly\n");
|
|
return;
|
|
}
|
|
|
|
pD3D = pDirect3DCreate8(D3D_SDK_VERSION); // create the Direct3D interface
|
|
if (!pD3D)
|
|
return;
|
|
|
|
numadaptors = IDirect3D8_GetAdapterCount(pD3D);
|
|
for (i = 0; i < numadaptors; i++)
|
|
{ //NVIDIA's debug app requires that we use a specific device
|
|
memset(&inf, 0, sizeof(inf));
|
|
IDirect3D8_GetAdapterIdentifier(pD3D, i, 0, &inf);
|
|
if (strstr(inf.Description, "PerfHUD"))
|
|
if (initD3D8Device(hWnd, info, i, D3DDEVTYPE_REF))
|
|
return;
|
|
}
|
|
for (i = 0; i < numadaptors; i++)
|
|
{ //try each adaptor in turn until we get one that actually works
|
|
if (initD3D8Device(hWnd, info, i, D3DDEVTYPE_HAL))
|
|
return;
|
|
}
|
|
for (i = 0; i < numadaptors; i++)
|
|
{ //try each adaptor in turn until we get one that actually works
|
|
if (initD3D8Device(hWnd, info, i, D3DDEVTYPE_SW))
|
|
return;
|
|
}
|
|
for (i = 0; i < numadaptors; i++)
|
|
{ //try each adaptor in turn until we get one that actually works
|
|
if (initD3D8Device(hWnd, info, i, D3DDEVTYPE_REF))
|
|
return;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static qboolean D3D8_VID_Init(rendererstate_t *info, unsigned char *palette)
|
|
{
|
|
#ifdef _XBOX
|
|
vid_initializing = true;
|
|
|
|
initD3D8( NULL, info );
|
|
|
|
IDirect3DDevice8_Clear(pD3DDev8, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(255, 0, 255), 1.0f, 0);
|
|
IDirect3DDevice8_BeginScene(pD3DDev8);
|
|
IDirect3DDevice8_EndScene(pD3DDev8);
|
|
IDirect3DDevice8_Present(pD3DDev8, NULL, NULL, NULL, NULL);
|
|
|
|
D3D8_Set2D();
|
|
|
|
vid.pixelwidth = 640;
|
|
vid.pixelheight = 480;
|
|
vid.width = 640;
|
|
vid.height = 480;
|
|
vid.srgb = false;
|
|
|
|
vid_initializing = false;
|
|
|
|
IDirect3DDevice8_SetRenderState(pD3DDev8, D3DRS_LIGHTING, FALSE);
|
|
|
|
return TRUE;
|
|
#else
|
|
DWORD width = info->width;
|
|
DWORD height = info->height;
|
|
//DWORD bpp = info->bpp;
|
|
//DWORD zbpp = 16;
|
|
//DWORD flags = 0;
|
|
DWORD wstyle;
|
|
RECT rect;
|
|
MSG msg;
|
|
HICON hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1));
|
|
|
|
//DDGAMMARAMP gammaramp;
|
|
//int i;
|
|
|
|
char *CLASSNAME = "FTED3D8QUAKE";
|
|
WNDCLASS wc = {
|
|
0,
|
|
&D3D8_WindowProc,
|
|
0,
|
|
0,
|
|
NULL,
|
|
hIcon,
|
|
NULL,
|
|
NULL,
|
|
NULL,
|
|
CLASSNAME
|
|
};
|
|
|
|
wc.hCursor = hArrowCursor = LoadCursor (NULL,IDC_ARROW);
|
|
|
|
vid_initializing = true;
|
|
|
|
RegisterClass(&wc);
|
|
|
|
if (info->fullscreen)
|
|
wstyle = 0;
|
|
else
|
|
wstyle = WS_OVERLAPPEDWINDOW;
|
|
|
|
rect.left = (GetSystemMetrics(SM_CXSCREEN) - info->width) / 2;
|
|
rect.top = (GetSystemMetrics(SM_CYSCREEN) - info->height) / 2;
|
|
rect.right = rect.left+info->width;
|
|
rect.bottom = rect.top+info->height;
|
|
AdjustWindowRectEx(&rect, wstyle, FALSE, 0);
|
|
mainwindow = CreateWindow(CLASSNAME, "Direct3D9", wstyle, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, NULL, NULL, NULL, NULL);
|
|
|
|
// Try as specified.
|
|
|
|
initD3D8(mainwindow, info);
|
|
if (!pD3DDev8)
|
|
{
|
|
Con_Printf("No suitable D3D8 device found\n");
|
|
return false;
|
|
}
|
|
|
|
CL_UpdateWindowTitle();
|
|
|
|
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
|
|
{
|
|
TranslateMessage(&msg);
|
|
DispatchMessage(&msg);
|
|
}
|
|
|
|
ShowWindow(mainwindow, SW_NORMAL);
|
|
|
|
IDirect3DDevice8_Clear(pD3DDev8, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
|
|
IDirect3DDevice8_BeginScene(pD3DDev8);
|
|
IDirect3DDevice8_EndScene(pD3DDev8);
|
|
IDirect3DDevice8_Present(pD3DDev8, NULL, NULL, NULL, NULL);
|
|
|
|
D3D8_Set2D();
|
|
|
|
|
|
|
|
// pD3DX->lpVtbl->GetBufferSize((void*)pD3DX, &width, &height);
|
|
vid.pixelwidth = width;
|
|
vid.pixelheight = height;
|
|
|
|
vid.width = width;
|
|
vid.height = height;
|
|
|
|
vid_initializing = false;
|
|
|
|
IDirect3DDevice8_SetRenderState(pD3DDev8, D3DRS_LIGHTING, FALSE);
|
|
|
|
GetWindowRect(mainwindow, &window_rect);
|
|
|
|
|
|
// D3D8_VID_GenPaletteTables(palette);
|
|
|
|
{
|
|
extern qboolean mouseactive;
|
|
mouseactive = false;
|
|
}
|
|
|
|
// D3D8BE_Reset(false);
|
|
|
|
//FIXME: old hardware is not guarenteed to support hardware cursors.
|
|
//this should not be a problem on dx9+ hardware, but might on earlier stuff.
|
|
rf->VID_CreateCursor = WIN_CreateCursor;
|
|
rf->VID_DestroyCursor = WIN_DestroyCursor;
|
|
rf->VID_SetCursor = WIN_SetCursor;
|
|
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
static void (D3D8_VID_DeInit) (void)
|
|
{
|
|
Image_Shutdown();
|
|
|
|
/*final shutdown, kill the video stuff*/
|
|
if (pD3DDev8)
|
|
{
|
|
D3D8BE_Reset(true);
|
|
|
|
/*try and knock it back into windowed mode to avoid d3d bugs*/
|
|
#ifndef _XBOX
|
|
d3dpp.Windowed = true;
|
|
#endif
|
|
IDirect3DDevice8_Reset(pD3DDev8, &d3dpp);
|
|
|
|
IDirect3DDevice8_Release(pD3DDev8);
|
|
pD3DDev8 = NULL;
|
|
}
|
|
if (pD3D)
|
|
{
|
|
IDirect3D8_Release(pD3D);
|
|
pD3D = NULL;
|
|
}
|
|
|
|
#ifndef _XBOX
|
|
if (mainwindow)
|
|
{
|
|
DestroyWindow(mainwindow);
|
|
mainwindow = NULL;
|
|
}
|
|
#endif
|
|
// Cvar_Unhook(&v_gamma);
|
|
// Cvar_Unhook(&v_contrast);
|
|
// Cvar_Unhook(&v_brightness);
|
|
}
|
|
|
|
qboolean D3D8_VID_ApplyGammaRamps (unsigned int gammarampsize, unsigned short *ramps)
|
|
{
|
|
if (d3dpp.Windowed)
|
|
return false;
|
|
if (pD3DDev8 && ramps && gammarampsize == 256)
|
|
IDirect3DDevice8_SetGammaRamp(pD3DDev8, D3DSGR_NO_CALIBRATION, (D3DGAMMARAMP *)ramps);
|
|
return true;
|
|
}
|
|
static char *(D3D8_VID_GetRGBInfo) (int *bytestride, int *truevidwidth, int *truevidheight, enum uploadfmt *fmt)
|
|
{
|
|
//FIXME: no screenshots
|
|
return NULL;
|
|
#ifdef FIXME
|
|
IDirect3DSurface8 *backbuf, *surf;
|
|
D3DLOCKED_RECT rect;
|
|
D3DSURFACE_DESC desc;
|
|
int i, j, c;
|
|
qbyte *ret = NULL;
|
|
qbyte *p;
|
|
|
|
/*DON'T read the front buffer.
|
|
this function can be used by the quakeworld remote screenshot 'snap' feature,
|
|
so DO NOT read the frontbuffer because it can show other information than just quake to third parties*/
|
|
|
|
if (!FAILED(IDirect3DDevice8_GetRenderTarget(pD3DDev8, 0, &backbuf)))
|
|
{
|
|
if (!FAILED(IDirect3DSurface8_GetDesc(backbuf, &desc)))
|
|
if (desc.Format == D3DFMT_X8R8G8B8 || desc.Format == D3DFMT_A8R8G8B8)
|
|
if (!FAILED(IDirect3DDevice8_CreateOffscreenPlainSurface(pD3DDev8,
|
|
desc.Width, desc.Height, desc.Format,
|
|
D3DPOOL_SYSTEMMEM, &surf, NULL))
|
|
)
|
|
{
|
|
|
|
if (!FAILED(IDirect3DDevice8_GetRenderTargetData(pD3DDev8, backbuf, surf)))
|
|
if (!FAILED(IDirect3DSurface8_LockRect(surf, &rect, NULL, D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_READONLY|D3DLOCK_NOSYSLOCK)))
|
|
{
|
|
ret = BZ_Malloc(desc.Width*desc.Height*3);
|
|
if (ret)
|
|
{
|
|
*fmt = TF_RGB24;
|
|
|
|
// read surface rect and convert 32 bgra to 24 rgb and flip
|
|
//FIXME: shouldn't need to convert+flip any more. just return it as upside-down bgra or whatever
|
|
c = desc.Width*desc.Height*3;
|
|
p = (qbyte *)rect.pBits;
|
|
|
|
for (i=c-(3*desc.Width); i>=0; i-=(3*desc.Width))
|
|
{
|
|
for (j=0; j<desc.Width; j++)
|
|
{
|
|
ret[i+j*3+0] = p[j*4+2];
|
|
ret[i+j*3+1] = p[j*4+1];
|
|
ret[i+j*3+2] = p[j*4+0];
|
|
}
|
|
p += rect.Pitch;
|
|
}
|
|
|
|
*bytestride = desc.Width*3;
|
|
*truevidwidth = desc.Width;
|
|
*truevidheight = desc.Height;
|
|
}
|
|
|
|
IDirect3DSurface8_UnlockRect(surf);
|
|
}
|
|
IDirect3DSurface8_Release(surf);
|
|
}
|
|
IDirect3DSurface8_Release(backbuf);
|
|
}
|
|
|
|
return ret;
|
|
#endif
|
|
}
|
|
static void (D3D8_VID_SetWindowCaption) (const char *msg)
|
|
{
|
|
#ifndef _XBOX
|
|
SetWindowText(mainwindow, msg);
|
|
#endif
|
|
}
|
|
|
|
void D3D8_Set2D (void)
|
|
{
|
|
float m[16];
|
|
D3DVIEWPORT8 vport;
|
|
// IDirect3DDevice8_EndScene(pD3DDev8);
|
|
|
|
Matrix4x4_CM_OrthographicD3D(m, 0 + (0.5*vid.width/vid.pixelwidth), vid.width + (0.5*vid.width/vid.pixelwidth), 0 + (0.5*vid.height/vid.pixelheight), vid.height + (0.5*vid.height/vid.pixelheight), 0, 100);
|
|
IDirect3DDevice8_SetTransform(pD3DDev8, D3DTS_PROJECTION, (D3DMATRIX*)m);
|
|
|
|
Matrix4x4_Identity(m);
|
|
IDirect3DDevice8_SetTransform(pD3DDev8, D3DTS_WORLD, (D3DMATRIX*)m);
|
|
|
|
Matrix4x4_Identity(m);
|
|
IDirect3DDevice8_SetTransform(pD3DDev8, D3DTS_VIEW, (D3DMATRIX*)m);
|
|
|
|
vport.X = 0;
|
|
vport.Y = 0;
|
|
vport.Width = vid.pixelwidth;
|
|
vport.Height = vid.pixelheight;
|
|
vport.MinZ = 0;
|
|
vport.MaxZ = 1;
|
|
IDirect3DDevice8_SetViewport(pD3DDev8, &vport);
|
|
|
|
|
|
vid.fbvwidth = vid.width;
|
|
vid.fbvheight = vid.height;
|
|
vid.fbpwidth = vid.pixelwidth;
|
|
vid.fbpheight = vid.pixelheight;
|
|
|
|
r_refdef.pxrect.x = 0;
|
|
r_refdef.pxrect.y = 0;
|
|
r_refdef.pxrect.width = vid.fbpwidth;
|
|
r_refdef.pxrect.height = vid.fbpheight;
|
|
|
|
D3D8BE_Set2D();
|
|
}
|
|
|
|
static int d3d8error(int i)
|
|
{
|
|
if (FAILED(i))// != D3D_OK)
|
|
Con_Printf("D3D error: %i\n", i);
|
|
return i;
|
|
}
|
|
|
|
static qboolean (D3D8_SCR_UpdateScreen) (void)
|
|
{
|
|
//extern int keydown[];
|
|
//extern cvar_t vid_conheight;
|
|
int uimenu;
|
|
#ifdef TEXTEDITOR
|
|
//extern qboolean editormodal;
|
|
#endif
|
|
qboolean nohud, noworld;
|
|
|
|
if (!scr_initialized || !con_initialized)
|
|
{
|
|
return false; // not initialized yet
|
|
}
|
|
|
|
if (d3d_resized && d3dpp.Windowed)
|
|
{
|
|
extern cvar_t vid_conautoscale, vid_conwidth;
|
|
d3d_resized = false;
|
|
|
|
// force width/height to be updated
|
|
//vid.pixelwidth = window_rect.right - window_rect.left;
|
|
//vid.pixelheight = window_rect.bottom - window_rect.top;
|
|
D3DVID_UpdateWindowStatus(mainwindow);
|
|
|
|
D3D8BE_Reset(true);
|
|
vid.pixelwidth = d3dpp.BackBufferWidth = window_rect.right - window_rect.left;
|
|
vid.pixelheight = d3dpp.BackBufferHeight = window_rect.bottom - window_rect.top;
|
|
resetD3D8();
|
|
D3D8BE_Reset(false);
|
|
|
|
Cvar_ForceCallback(&vid_conautoscale);
|
|
Cvar_ForceCallback(&vid_conwidth);
|
|
}
|
|
|
|
#ifndef _XBOX
|
|
switch (IDirect3DDevice8_TestCooperativeLevel(pD3DDev8))
|
|
{
|
|
case D3DERR_DEVICELOST:
|
|
//the user has task switched away from us or something, don't draw anything until they switch back to us
|
|
D3D8BE_Reset(true);
|
|
return false;
|
|
case D3DERR_DEVICENOTRESET:
|
|
D3D8BE_Reset(true);
|
|
resetD3D8();
|
|
if (FAILED(IDirect3DDevice8_TestCooperativeLevel(pD3DDev8)))
|
|
{
|
|
Con_Printf("Device lost, restarting video\n");
|
|
Cmd_ExecuteString("vid_restart", RESTRICT_LOCAL);
|
|
return false;
|
|
}
|
|
|
|
Cvar_ForceCallback(&v_gamma);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
D3D8BE_Reset(false);
|
|
|
|
if (r_clear.ival)
|
|
{
|
|
d3d8error(IDirect3DDevice8_Clear(pD3DDev8, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB((r_clear.ival&1)?255:0,(r_clear.ival&2)?255:0,(r_clear.ival&4)?255:0), 1, 0));
|
|
}
|
|
|
|
if (scr_disabled_for_loading)
|
|
{
|
|
extern float scr_disabled_time;
|
|
if (Sys_DoubleTime() - scr_disabled_time > 60 || Key_Dest_Has(~kdm_game))
|
|
{
|
|
scr_disabled_for_loading = false;
|
|
}
|
|
else
|
|
{
|
|
IDirect3DDevice8_BeginScene(pD3DDev8);
|
|
scr_drawloading = true;
|
|
SCR_DrawLoading (true);
|
|
scr_drawloading = false;
|
|
if (R2D_Flush)
|
|
R2D_Flush();
|
|
IDirect3DDevice8_EndScene(pD3DDev8);
|
|
IDirect3DDevice8_Present(pD3DDev8, NULL, NULL, NULL, NULL);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
Shader_DoReload();
|
|
|
|
#ifdef VM_UI
|
|
uimenu = UI_MenuState();
|
|
#else
|
|
uimenu = 0;
|
|
#endif
|
|
|
|
d3d8error(IDirect3DDevice8_BeginScene(pD3DDev8));
|
|
/*
|
|
#ifdef TEXTEDITOR
|
|
if (editormodal)
|
|
{
|
|
Editor_Draw();
|
|
V_UpdatePalette (false);
|
|
Media_RecordFrame();
|
|
R2D_BrightenScreen();
|
|
|
|
if (key_dest == key_console)
|
|
Con_DrawConsole(vid_conheight.value/2, false);
|
|
GL_EndRendering ();
|
|
GL_DoSwap();
|
|
RSpeedEnd(RSPEED_TOTALREFRESH);
|
|
return true;
|
|
}
|
|
#endif
|
|
*/
|
|
|
|
//
|
|
// do 3D refresh drawing, and then update the screen
|
|
//
|
|
SCR_SetUpToDrawConsole ();
|
|
|
|
noworld = false;
|
|
nohud = false;
|
|
|
|
D3D8_Set2D();
|
|
|
|
if (topmenu && topmenu->isopaque)
|
|
nohud = true;
|
|
#ifdef VM_CG
|
|
else if (CG_Refresh())
|
|
nohud = true;
|
|
#endif
|
|
#ifdef CSQC_DAT
|
|
else if (CSQC_DrawView())
|
|
nohud = true;
|
|
#endif
|
|
else if (uimenu != 1)
|
|
{
|
|
if (r_worldentity.model && cls.state == ca_active)
|
|
V_RenderView (nohud);
|
|
else
|
|
noworld = true;
|
|
}
|
|
|
|
R2D_BrightenScreen();
|
|
|
|
scr_con_forcedraw = false;
|
|
if (noworld)
|
|
{
|
|
if (scr_con_current != vid.height)
|
|
R2D_ConsoleBackground(0, vid.height, true);
|
|
else
|
|
scr_con_forcedraw = true;
|
|
|
|
nohud = true;
|
|
}
|
|
|
|
SCR_DrawTwoDimensional(uimenu, nohud);
|
|
|
|
V_UpdatePalette (false);
|
|
Media_RecordFrame();
|
|
|
|
RSpeedShow();
|
|
|
|
if (R2D_Flush)
|
|
R2D_Flush();
|
|
|
|
d3d8error(IDirect3DDevice8_EndScene(pD3DDev8));
|
|
{
|
|
RSpeedMark();
|
|
d3d8error(IDirect3DDevice8_Present(pD3DDev8, NULL, NULL, NULL, NULL));
|
|
RSpeedEnd(RSPEED_PRESENT);
|
|
}
|
|
|
|
window_center_x = (window_rect.left + window_rect.right)/2;
|
|
window_center_y = (window_rect.top + window_rect.bottom)/2;
|
|
|
|
|
|
INS_UpdateGrabs(modestate != MS_WINDOWED, vid.activeapp);
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static void (D3D8_Draw_Init) (void)
|
|
{
|
|
R2D_Init();
|
|
}
|
|
static void (D3D8_Draw_Shutdown) (void)
|
|
{
|
|
R2D_Shutdown();
|
|
Image_Shutdown();
|
|
}
|
|
|
|
static void (D3D8_R_Init) (void)
|
|
{
|
|
}
|
|
static void (D3D8_R_DeInit) (void)
|
|
{
|
|
R_GAliasFlushSkinCache(true);
|
|
Surf_DeInit();
|
|
Shader_Shutdown();
|
|
}
|
|
|
|
|
|
|
|
static void D3D8_SetupViewPortProjection(void)
|
|
{
|
|
int x, x2, y2, y, w, h;
|
|
|
|
float fov_x, fov_y;
|
|
|
|
D3DVIEWPORT8 vport;
|
|
|
|
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
|
|
VectorCopy (r_refdef.vieworg, r_origin);
|
|
|
|
//
|
|
// set up viewpoint
|
|
//
|
|
x = r_refdef.vrect.x * vid.pixelwidth/(int)vid.width;
|
|
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * vid.pixelwidth/(int)vid.width;
|
|
y = (r_refdef.vrect.y) * vid.pixelheight/(int)vid.height;
|
|
y2 = ((int)(r_refdef.vrect.y + r_refdef.vrect.height)) * vid.pixelheight/(int)vid.height;
|
|
|
|
// fudge around because of frac screen scale
|
|
if (x > 0)
|
|
x--;
|
|
if (x2 < vid.pixelwidth)
|
|
x2++;
|
|
if (y < 0)
|
|
y--;
|
|
if (y2 < vid.pixelheight)
|
|
y2++;
|
|
|
|
w = x2 - x;
|
|
h = y2 - y;
|
|
|
|
vport.X = x;
|
|
vport.Y = y;
|
|
vport.Width = w;
|
|
vport.Height = h;
|
|
vport.MinZ = 0;
|
|
vport.MaxZ = 1;
|
|
IDirect3DDevice8_SetViewport(pD3DDev8, &vport);
|
|
|
|
fov_x = r_refdef.fov_x;//+sin(cl.time)*5;
|
|
fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5;
|
|
|
|
if ((r_refdef.flags & RDF_UNDERWATER) && !(r_refdef.flags & RDF_WATERWARP))
|
|
{
|
|
fov_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
|
|
fov_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
|
|
}
|
|
|
|
/*view matrix*/
|
|
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
|
|
d3d8error(IDirect3DDevice8_SetTransform(pD3DDev8, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view));
|
|
|
|
if (r_refdef.maxdist)
|
|
{
|
|
/*d3d projection matricies scale depth to 0 to 1*/
|
|
Matrix4x4_CM_Projection_Far(d3d_trueprojection, fov_x, fov_y, r_refdef.mindist, r_refdef.maxdist, true);
|
|
/*ogl projection matricies scale depth to -1 to 1, and I would rather my code used consistant culling*/
|
|
Matrix4x4_CM_Projection_Far(r_refdef.m_projection_std, fov_x, fov_y, r_refdef.mindist, r_refdef.maxdist, false);
|
|
}
|
|
else
|
|
{
|
|
/*d3d projection matricies scale depth to 0 to 1*/
|
|
Matrix4x4_CM_Projection_Inf(d3d_trueprojection, fov_x, fov_y, r_refdef.mindist, true);
|
|
/*ogl projection matricies scale depth to -1 to 1, and I would rather my code used consistant culling*/
|
|
Matrix4x4_CM_Projection_Inf(r_refdef.m_projection_std, fov_x, fov_y, r_refdef.mindist, false);
|
|
}
|
|
|
|
d3d8error(IDirect3DDevice8_SetTransform(pD3DDev8, D3DTS_PROJECTION, (D3DMATRIX*)d3d_trueprojection));
|
|
}
|
|
|
|
static void (D3D8_R_RenderView) (void)
|
|
{
|
|
if (!r_norefresh.value)
|
|
{
|
|
Surf_SetupFrame();
|
|
|
|
//check if we can do underwater warp
|
|
if (cls.protocol != CP_QUAKE2) //quake2 tells us directly
|
|
{
|
|
if (r_viewcontents & FTECONTENTS_FLUID)
|
|
r_refdef.flags |= RDF_UNDERWATER;
|
|
else
|
|
r_refdef.flags &= ~RDF_UNDERWATER;
|
|
}
|
|
if (r_refdef.flags & RDF_UNDERWATER)
|
|
{
|
|
extern cvar_t r_projection;
|
|
if (!r_waterwarp.value || r_projection.ival)
|
|
r_refdef.flags &= ~RDF_UNDERWATER; //no warp at all
|
|
// else if (r_waterwarp.value > 0 && scenepp_waterwarp)
|
|
// r_refdef.flags |= RDF_WATERWARP; //try fullscreen warp instead if we can
|
|
}
|
|
|
|
D3D8_SetupViewPortProjection();
|
|
|
|
// if (r_clear.ival && !(r_refdef.flags & RDF_NOWORLDMODEL))
|
|
// d3d8error(IDirect3DDevice8_Clear(pD3DDev8, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(255,0,0), 1, 0));
|
|
// else
|
|
d3d8error(IDirect3DDevice8_Clear(pD3DDev8, 0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1, 0));
|
|
|
|
R_SetFrustum (r_refdef.m_projection_std, r_refdef.m_view);
|
|
RQ_BeginFrame();
|
|
if (!(r_refdef.flags & RDF_NOWORLDMODEL))
|
|
{
|
|
if (cl.worldmodel)
|
|
P_DrawParticles ();
|
|
}
|
|
Surf_DrawWorld();
|
|
RQ_RenderBatchClear();
|
|
}
|
|
D3D8_Set2D ();
|
|
}
|
|
|
|
void (D3D8_R_PreNewMap) (void);
|
|
|
|
void (D3D8_R_PushDlights) (void);
|
|
void (D3D8_R_AddStain) (vec3_t org, float red, float green, float blue, float radius);
|
|
void (D3D8_R_LessenStains) (void);
|
|
|
|
qboolean (D3D8_VID_Init) (rendererstate_t *info, unsigned char *palette);
|
|
void (D3D8_VID_DeInit) (void);
|
|
void (D3D8_VID_SetPalette) (unsigned char *palette);
|
|
void (D3D8_VID_ShiftPalette) (unsigned char *palette);
|
|
void (D3D8_VID_SetWindowCaption) (const char *msg);
|
|
|
|
void D3D8BE_RenderToTextureUpdate2d(qboolean destchanged)
|
|
{
|
|
}
|
|
|
|
rendererinfo_t d3d8rendererinfo =
|
|
{
|
|
"Direct3D8",
|
|
{
|
|
"D3D8"
|
|
},
|
|
QR_DIRECT3D8,
|
|
|
|
D3D8_Draw_Init,
|
|
D3D8_Draw_Shutdown,
|
|
|
|
D3D8_UpdateFiltering,
|
|
D3D8_LoadTextureMips,
|
|
D3D8_DestroyTexture,
|
|
|
|
D3D8_R_Init,
|
|
D3D8_R_DeInit,
|
|
D3D8_R_RenderView,
|
|
|
|
D3D8_VID_Init,
|
|
D3D8_VID_DeInit,
|
|
D3D8_VID_SwapBuffers,
|
|
D3D8_VID_ApplyGammaRamps,
|
|
NULL,
|
|
NULL,
|
|
NULL,
|
|
D3D8_VID_SetWindowCaption,
|
|
D3D8_VID_GetRGBInfo,
|
|
|
|
D3D8_SCR_UpdateScreen,
|
|
|
|
D3D8BE_SelectMode,
|
|
D3D8BE_DrawMesh_List,
|
|
D3D8BE_DrawMesh_Single,
|
|
D3D8BE_SubmitBatch,
|
|
D3D8BE_GetTempBatch,
|
|
D3D8BE_DrawWorld,
|
|
D3D8BE_Init,
|
|
D3D8BE_GenBrushModelVBO,
|
|
D3D8BE_ClearVBO,
|
|
D3D8BE_UploadAllLightmaps,
|
|
D3D8BE_SelectEntity,
|
|
D3D8BE_SelectDLight,
|
|
D3D8BE_Scissor,
|
|
D3D8BE_LightCullModel,
|
|
|
|
D3D8BE_VBO_Begin,
|
|
D3D8BE_VBO_Data,
|
|
D3D8BE_VBO_Finish,
|
|
D3D8BE_VBO_Destroy,
|
|
|
|
D3D8BE_RenderToTextureUpdate2d,
|
|
|
|
"no more"
|
|
};
|
|
|
|
#endif
|